DeadGoblins.com » Points of Light » The Well of Demons and Shrine of Undeath (Part III of Thunderspire Labyrinth)

The Well of Demons and Shrine of Undeath (Part III of Thunderspire Labyrinth)

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Moderator
Registered: Oct 2008
Posts: 4627
"Wait a moment, Anna." Corydimbiddle whispers.

OOC: Delay until the ball rolls by again.

  •  Corydimbiddle
    • Male Gnome Artificer 7
    • Passive Perception: 21, Passive Insight: 16
    • AC:20, Fort:15, Reflex:17, Will:17 - Speed:5
    • HP:42/55, Bloodied:27, Surge Value:13, Surges:4/7
    • Resist Lightning 5
    •  
    • Powers
      • Magic Weapon
      • Thundering Armor
      • Second Wind
      • Action Point x1
      • Fade Away
      • Ghost Sound
      • Shielding Cube
      • Phantasmal Henchman
      • Gale-Force Infusion
      • Healing Infusion 1 2
        • Curative Admixture
        • Shielding Elixir
      • Restorative Infusion
      • Phantom Structure
      • Obedient Servant
      • Flameheart Defender
      • Augmented Weapon/Implement (+2 attack bonus)
        • 1: Corydimbiddle's Dagger
        • 2: Edeya's Bow
        • 3: Hadad's Staff
        • 4: Azad's Longsword
        • 5: Demuriath's Fullblade
      • Shockweave Armor +1 (Enc, take lightning dam, UEE daily power +1 att, +1d10 dam)
      • Shockweave Armor +1 (Daily, Int, targeted by adj, +8 vs. Fort, 2d10 dam and dazed UENT)
      • Inspiring Dagger +1 (Daily, Minor, Adj Allies get +1 dam UENT)
      • Spike Wire (Daily, Standard, +10 vs. Fort, 1d8+6, UENT xtra dam on any att)
       
    • Items
      • Inspiring Dagger +1 (+1 att/dam; 1d6 Crit)
      • Diamond Wand +2 (+2 att/dam; 2d6 Crit; Force dam grants +1 dam on next hit)
      • Shockweave Leather +1 (+1 def; Resist 5 Lightning)
      • Alchemy Gloves (+2 att w/ alchemical items)
      • Dagger
      • Wand
      • Hand Crossbow
      • Ritual Book
      • Thieves' Tools (+2 to open locks, disarm traps)
      • Sunrods x2
      • Hempen Rope (50 feet)
       
    • Abilities
      • Basic Melee +8 (+3 Prof, +3 lvl, +1 W, +1 Exp)
      • Basic Range +8 (+3 Prof, +3 lvl, +1 W, +1 Exp)
      • Implement +10 (+4 Int, +3 lvl, +2 I, +1 Exp)
      • Reactive Stealth Cover/Concealment at initiative provides Stealth check
      • Trickster's Cunning +5 racial bonus to saves vs. illusions
      • Arcane Rejuvenation When ally uses daily magic item, gains 6 temp HP
      • Arcane Empowerment Empower items once per day plus milestone
        • Impart Energy Recharge daily magic item (once/day/item)
        • Augment Energy +2 bonus to attack on an attack (once/day/tem)
      • Ritual Caster Can cast rituals and knows some to start
      • Defensive Minions Summoned creatures have +2 all defenses
      • Potent Restorables Healing Powers restore 2 extra HP
      • White Lotus Enervation Target hit by at-will takes -1 def targeted UENT
      • Arcane Familiar, Canine Construct Speed 7; +2 Ath; +2 Warding; Resist 1 on ranged and melee while adj.
       
    • Rituals
      • Brew Potion Create potion of level or lower (Potion cost)
      • Disenchant Magic Item Destroy magic item of lvl or lower (No cost)
      • Enchant Magic Item Create magic item of lvl or lower (Item cost)
      • Make Whole Repair item (20% of item cost)
       
    • Skills
      • Acrobatics +3
      • Arcana +14
      • Athletics +5
      • Bluff +3
      • Diplomacy +5
      • Dungeoneering +11
      • Endurance +4
      • Heal +6
      • History +12
      • Insight +6
      • Intimidate +3
      • Nature +6
      • Perception +11
      • Religion +7
      • Stealth +5
      • Streetwise +3
      • Thievery +8


  •  Anna
    • Child 2
    • Passive Perception: 10, Passive Insight: 10
    • AC:12, Fort:14, Reflex:14, Will:12 - Speed:5
    • HP:15/15, Bloodied:6, Surge Value:3 Surges: 2/2
    •  
      • Powers
        • Kick
        • Just Point and Shoot
        • Bite and Kick
        • Crawl Between Legs
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Corydimbiddle bides his time.

OOC: Cory/Anna delaying. Edeya still has a standard action left, if Emily wants to take it. Azad can also go.

Round 10

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife.
      Minor Quest: Find and defeat the Guardian of the Well of Demons.


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury), the mask (being worn by Urvol)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Narg: 14/55 (1/8, 1 AP) aspect of the ram, razorclaw shifting, bloodied
    =>(has a standard action left)Edeya: (20 thp) 31/55 (3/8, 1 AP) carrying the book
    =>Azad: 23/70 (4/13, 2 AP) carrying the runic dagger, readied forceful reversal (augment 1), bloodied
    Lime Gnoll Hunter: down 38, bloodied
    Gnoll Leader (Maldrick Scarmaker): dead
    Red Chained Skeleton:
    Blue Chained Skeleton:
    Green Chained Skeleton:
    Yellow Chained Skeleton:
    Black Chained Skeleton:
    Purple Captive Orc Leader (Grog): down 15
    Blue Captive Orc:
    Yellow Captive Orc:
    Red Captive Orc:
    Green Captive Orc:
    White Captive Duergar (Urvol): wearing the mask
    Giant Rolling Boulder: rolls clockwise
    Corydimbiddle: 34/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    Anna: 10/15 (1 AP)
    Shrieking Idols: on the altar at M2 and N2
    Water Vortex: in the blue pool at Y21
    Southwest Magic Circle: stable attuned with the bell of fury
    Northwest Magic Circle: stable attuned with the open book
    Southeast Magic Circle: active
    Northwest Magic Circle: active

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Azad moves towards the magic circle.

Double move action - Move to AC20.

"Readying" Forceful Reversal with Augment 1 if I'm hit by an enemy within melee range.


  •  Azad Halim al'Zahir
    • Female Tiefling Battlemind|Paladin 6
    • Full Character Sheet
    • Passive Perception: 14, Passive Insight: 15, Senses: Low-Light Vision
    • AC: 25, Fort: 18, Reflex: 17, Will: 19 - Speed: 5
    • HP: 23/70, Bloodied: 35, Surge Value: 16, Surges left: 4/13
    • Power Points: 3/4
    • Action Points: 1
    • Resists: 8 Fire

    • Bloodhunt (Race): +1 to hit against bloodied creatures.
    • Imperious Majesty (Feat): You can use Charisma instead of Dexterity to determine your initiative modifier. When you hit a creature that has not yet acted in an encounter with an attack, it takes a penalty to attack rolls against you equal to your Charisma modifier until the end of your next turn.
    • Power of the Moon (Feat): +1 feat bonus to Perception, -2 AC until the end of Azad's next turn to the target when Azad hits with Enfeebling Strike.
    • Strikebacks (Item): +1 item bonus to Opportunity Attacks.

    • Powers
    • -Battlemind's Demand 0 / 1
    • -Blurred Step
    • -Divine Challenge
    • -Enfeebling Strike
    • -Forceful Reversal 0 / 1 /2
    • -Momentum Swing 0 / 1 / 2
    • -Amulet of Life +1 (Item Power)
    • -Paladin's Wrath
    • -Psionic Vigor
    • -Second Wind
    • -Speed of Thought
    • -Strikebacks (Item Power)
    • -Valorous Smite
    • -Vigilant Blade Longsword +1 (Item Power)
    • -Empathic Feedback
    • -Frost of Letherna
    • -Wrath of the Gods

    • Items
    • -Vigilant Blade Longsword +1 - Power (At-Will): Minor Action. The weapon casts bright light out to 4 squares until you end this effect as a minor action.
    • -Vigilant Blade Longsword +1 - Power (Encounter): Immediate Reaction. Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you. Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.
    • -Heartening Drakescale Armor +2 - Gain a saving throw bonus against fear effects equal to the armorís enhancement bonus. When you use your second wind, you gain temporary hit points equal to three times the armorís enhancement bonus.
    • -Amulet of Life +1 - Power (Encounter, Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.
    • -Iron Armbands of Power (Heroic) - +2 item bonus to melee damage rolls.
    • -Floating Heavy Shield - You do not sink beneath the surface of any liquid (unless you choose to do so). Also, gain a +3 item bonus to Athletics checks to swim, and to Endurance checks to swim for an hour or more. Also, you can swim at your speed on the surface of the water (but not underwater).
    • -Strikebacks - +1 item bonus to Opportunity Attacks.
    • -Strikebacks - Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
Azad makes a dash for the circle of runes and is barely able to evade the grasping water tendril trying to snare her. As she steps in the circle, the runes on the dagger and ground stabilize. Urvol and the Great Orcs take apart the nearest skeletons, then Urvol enters the magic circle. As with all the other circles, the runes on the mask he is wearing and circle stabilize. A loud grinding sound is heard throughout the Well of Demons. From their vantage, Corydimbiddle and Anna can see the ground of the central pit closing up. An unearthly shrieking is heard coming out of the pit and the artificer sees a blackish red claw emerging, but just a little too late. The ground seals completely and whatever the Guardian of the Well is, it is unable to break through the ground with its pounding and eventually retreats. It appears the ritual was completed in the barest nick of time.

Almost simultaneously, the remaining guard mechanisms, the idols, the water vortex, the remaining skeletons, and the giant boulder disappear. Urvol and the Great Orcs exclaim as they notice a new exit opening to the north (E). Narg easily dodges the last gnolls attack.

Round 10: Ritual Completed!

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury), the mask (being worn by Urvol)
    Encounters completed this day: 5
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Narg: 14/55 (1/8, 1 AP) aspect of the ram, razorclaw shifting, bloodied
    Edeya: (20 thp) 31/55 (3/8, 1 AP) carrying the book
    Azad: 23/70 (4/13, 2 AP) carrying the runic dagger, readied forceful reversal (augment 1), bloodied
    Lime Gnoll Hunter: down 38, bloodied
    Gnoll Leader (Maldrick Scarmaker): dead
    Purple Captive Orc Leader (Grog): down 20
    Blue Captive Orc: down 8
    Yellow Captive Orc:
    Red Captive Orc:
    Green Captive Orc:
    White Captive Duergar (Urvol): wearing the mask
    =>Corydimbiddle: 34/55 (4/7, 1 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    =>Anna: 10/15 (1 AP)
    Southwest Magic Circle: stable attuned with the bell of fury
    Northwest Magic Circle: stable attuned with the open book
    Southeast Magic Circle: stable attuned with the runic dagger
    Northwest Magic Circle: stable attuned with the mask

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Glad opening the ritual book had its desired effect, Edeya is now unsure if it is safe to leave the room. She calls out to Corydimbiddle, "It worked. Now what? Should I stay with the book or can leave it here on the floor?"
OOC: I'm not sure if I can have Edeya rejoin the fight with the open book in hand.

Standard: ??
  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:31/50, Bloodied:25, Surge Value:12, Surges left:3/8
    • Action Points: 2 1
      Second Wind: used
    •  
    • Powers
      • Biting Swarm target and adj enemies take -2 to USNT
      • Elemental Spirits adj creatures take 4 chosen damage
      • Iron Mind when hit, gain +2def until end of next turn
      • Inevitable Shot after a miss, make a ranged basic against an enemy within 5 squares of the missed target. Recharge after using an AP.
      • Encaging Spirits minor, Close burst 1. Each target pushed 1 square and is slowed ENT.
      • Flickering Arrow target can't benefit concealment, enemies within 6 take a -2 to att.
      • Escaping Shot Target is dazed, does not provoke OA, shift 4 squares.
      • Feyjump Shot Two targets, teleport each up to 3 square. If both are hit, both are dazed.
      • Swarming Bats zone of difficult terrain and enemies grant combat advantage. Sustain minor.
      • Ensaring shot target is restrained, SE. burst 1 zone of difficult terrain. Sustain zone minor.

User posted image

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Sorry, been busy. I will try to post tonight my turn. Not sure what it will be yet.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Corydimbiddle watches in horror as the claw emerges and is stunned as the floor slams closed over it. "I, I think you can cl...close it now. Y, y, you should probably keep it for n, n, now."

He takes Anna across the room making sure that both stay close to the wall.

OOC: Both double move, Corydimbiddle to S10, Anna to R10.

  •  Corydimbiddle
    • Male Gnome Artificer 7
    • Passive Perception: 21, Passive Insight: 16
    • AC:20, Fort:15, Reflex:17, Will:17 - Speed:5
    • HP:42/55, Bloodied:27, Surge Value:13, Surges:4/7
    • Resist Lightning 5
    •  
    • Powers
      • Magic Weapon
      • Thundering Armor
      • Second Wind
      • Action Point x1
      • Fade Away
      • Ghost Sound
      • Shielding Cube
      • Phantasmal Henchman
      • Gale-Force Infusion
      • Healing Infusion 1 2
        • Curative Admixture
        • Shielding Elixir
      • Restorative Infusion
      • Phantom Structure
      • Obedient Servant
      • Flameheart Defender
      • Augmented Weapon/Implement (+2 attack bonus)
        • 1: Corydimbiddle's Dagger
        • 2: Edeya's Bow
        • 3: Hadad's Staff
        • 4: Azad's Longsword
        • 5: Demuriath's Fullblade
      • Shockweave Armor +1 (Enc, take lightning dam, UEE daily power +1 att, +1d10 dam)
      • Shockweave Armor +1 (Daily, Int, targeted by adj, +8 vs. Fort, 2d10 dam and dazed UENT)
      • Inspiring Dagger +1 (Daily, Minor, Adj Allies get +1 dam UENT)
      • Spike Wire (Daily, Standard, +10 vs. Fort, 1d8+6, UENT xtra dam on any att)
       
    • Items
      • Inspiring Dagger +1 (+1 att/dam; 1d6 Crit)
      • Diamond Wand +2 (+2 att/dam; 2d6 Crit; Force dam grants +1 dam on next hit)
      • Shockweave Leather +1 (+1 def; Resist 5 Lightning)
      • Alchemy Gloves (+2 att w/ alchemical items)
      • Dagger
      • Wand
      • Hand Crossbow
      • Ritual Book
      • Thieves' Tools (+2 to open locks, disarm traps)
      • Sunrods x2
      • Hempen Rope (50 feet)
       
    • Abilities
      • Basic Melee +8 (+3 Prof, +3 lvl, +1 W, +1 Exp)
      • Basic Range +8 (+3 Prof, +3 lvl, +1 W, +1 Exp)
      • Implement +10 (+4 Int, +3 lvl, +2 I, +1 Exp)
      • Reactive Stealth Cover/Concealment at initiative provides Stealth check
      • Trickster's Cunning +5 racial bonus to saves vs. illusions
      • Arcane Rejuvenation When ally uses daily magic item, gains 6 temp HP
      • Arcane Empowerment Empower items once per day plus milestone
        • Impart Energy Recharge daily magic item (once/day/item)
        • Augment Energy +2 bonus to attack on an attack (once/day/tem)
      • Ritual Caster Can cast rituals and knows some to start
      • Defensive Minions Summoned creatures have +2 all defenses
      • Potent Restorables Healing Powers restore 2 extra HP
      • White Lotus Enervation Target hit by at-will takes -1 def targeted UENT
      • Arcane Familiar, Canine Construct Speed 7; +2 Ath; +2 Warding; Resist 1 on ranged and melee while adj.
       
    • Rituals
      • Brew Potion Create potion of level or lower (Potion cost)
      • Disenchant Magic Item Destroy magic item of lvl or lower (No cost)
      • Enchant Magic Item Create magic item of lvl or lower (Item cost)
      • Make Whole Repair item (20% of item cost)
       
    • Skills
      • Acrobatics +3
      • Arcana +14
      • Athletics +5
      • Bluff +3
      • Diplomacy +5
      • Dungeoneering +11
      • Endurance +4
      • Heal +6
      • History +12
      • Insight +6
      • Intimidate +3
      • Nature +6
      • Perception +11
      • Religion +7
      • Stealth +5
      • Streetwise +3
      • Thievery +8


  •  Anna
    • Child 2
    • Passive Perception: 10, Passive Insight: 10
    • AC:12, Fort:14, Reflex:14, Will:12 - Speed:5
    • HP:15/15, Bloodied:6, Surge Value:3 Surges: 2/2
    •  
      • Powers
        • Kick
        • Just Point and Shoot
        • Bite and Kick
        • Crawl Between Legs
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Edeya hopes Corydimbiddle is right. She closes the book and follows the gnome.
Standard: move 6 to follow Corydimbiddle and Anna.
  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:31/50, Bloodied:25, Surge Value:12, Surges left:3/8
    • Action Points: 2 1
      Second Wind: used
    •  
    • Powers
      • Biting Swarm target and adj enemies take -2 to USNT
      • Elemental Spirits adj creatures take 4 chosen damage
      • Iron Mind when hit, gain +2def until end of next turn
      • Inevitable Shot after a miss, make a ranged basic against an enemy within 5 squares of the missed target. Recharge after using an AP.
      • Encaging Spirits minor, Close burst 1. Each target pushed 1 square and is slowed ENT.
      • Flickering Arrow target can't benefit concealment, enemies within 6 take a -2 to att.
      • Escaping Shot Target is dazed, does not provoke OA, shift 4 squares.
      • Feyjump Shot Two targets, teleport each up to 3 square. If both are hit, both are dazed.
      • Swarming Bats zone of difficult terrain and enemies grant combat advantage. Sustain minor.
      • Ensaring shot target is restrained, SE. burst 1 zone of difficult terrain. Sustain zone minor.

User posted image

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Member
Registered: Oct 2011
Posts: 309
Narg takes another swing at the gnoll in front of him and maneuvers to give Azad better positioning if she were to come over and help finish the last foe..

Standard: Melee basic vs gnoll hunter: 1D20+13 = [6]+13 = 19 1D10+13 = [2]+13 = 15
Hits AC 19 for 15 damage.

Free: Dual weapon strike vs gnoll: 1D20+12 = [1]+12 = 13 2D6.MIN(2)+12 = [4, 2]+12 = 18
Blah! Natural 1.

Move: Shift to AA 13.

  •  Narg
    • Male Razorclaw Shifter Ranger 7
    • Passive Perception: 22, Passive Insight: 22
    • Speed:6, Initiative Mod: +8
    • AC:23, Fort:16, Reflex:21, Will:18
    • While Shifting: Speed:8, AC:24, Fort:16, Reflex:22, Will:18
    • HP:14/55, Bloodied:27, Surge Value:13, Surges left:1/8
    •  
    • Powers
      • Second Wind (Standard; Lose surge, gain 13 HP, +2 def UENT)
      • Action Point x1 (Gain action)
      • Aspect of the Ram (Minor; Personal; Primal, Stance; My movement during a charge doesn't provoke opportunity attacks. If I hit with a charge attack, I can knock the target prone. I gain a +2 power bonus to the damage rolls of charge attacks.
      • Aspect of the Pack Wolf (Minor; Personal; Primal, Stance; I do not provoke opportunity attacks when leaving squares adjacent to my allies. When I make a melee basic attack against an enemy Adj to 2 or more of my allies, I gain a +1 power bonus to the attack roll. I also gain a power bonus to the damage roll equal to the number of my allies Adj to the enemy.
      • Aspect of the Hungry Shark (Minor; Personal; Primal, Stance; When I make a basic attack vs. a bloodied enemy, I gain a +2 power bonus to attack rolls. I can take a move action to shift up to 3 squares to a square adjacent to a bloodied enemy. I gain a +5 power bonus to Athletics checks made to swim.
      • Dual Weapon Attack (Free; I must be weilding 2 weapons and hit with a melee basic attack on my turn; Dex vs AC (Off-hand weapon) 1W+5(dex mod); I can only use this 1/round.
      • Power Strike (No Action; Trigger: I hit an enemy with a melee basic attack using a weapon; The target takes 1W extra damage from the triggering attack.
      • Razorclaw Shifting (Minor; Personal; Req: I must be bloodied; UEoE, My speed increases by 2, and I gain a +1 bonus to AC and Reflex.
      • Reactive Shift (Immediate Reaction; Personal; Trigger: An enemy I can see ends it's turn Adj to me; I shift a number of squares up to my Wis mod(+4).
      • Oak Skin (Minor; Personal; I gain resistance to all damage equal to my Wis mod(+4) UEoE.
      • Leaf Wall (Minor; Wall 5 within 10 squares; I conjure a leafy wall that last UEoE. The wall can be up to 4 squares high and must be on a solid surface. Me and my allies have partial concealment while in the wall. Enemies grant CA while in the wall or Adj to it.
       
    • Items
      • +2 Blood Fury Battleaxe (+2 Prof, +2 Magic, 1d10+2 Damage, 1d8 Crit; 1d12 crit while I am bloodied.) Encounter Ability: Minor; I am considered bloodied for all purposes UENT.
      • +1 Bloodcrazed Handaxe (+2 Prof, +1Magic, 1d6+1 Damage, 1d6 Crit; 5/10 Range) Properties: While I am bloodied, I deal +1d6 damage when I hit with this weapon. Daily Ability: Minor; Deal damage to myself equal to half my level, ignoring any resistances. I am considered bloodied for all purposes UENT.
      • +1 Bloodcut Hide Armor (+3 AC, -1 armor check, +1 Magic) At Will Ability: Minor; Spend a healing surge: While I am bloodied, use this ability to gain resist 10 to all damage UENT.
      • Horned Helm; My charge attacks deal 1d6 extra damage.
      • Iron Armbands of Power; Gain a +2 item bonus to melee damage rolls.
       
    • Abilities
      • Ability Scores Str =10 Con =13 Dex =20 Int =8 Wis =18 Cha =10
      • Basic Melee Attack Battleaxe: +13 (+5 Dex, +2 Prof, +2 Magic +1 Feat, +3 lvl)
      • Basic Melee Attack Handaxe: +12 (+5 Dex, +2 Prof, +1 Magic +1 Feat, +3 lvl)
      • Basic Ranged Attack +7 (+0 Str, +2 Prof, +1 Magic +1 Feat, +3 lvl)
      • Razorclaw Shifting Use Razorclaw Shifting as an encounter power.
      • Attack Finesse May use my Dex mod instead of Str mod for attack and damage rolls for melee basic attacks.
      • Spinning Axe Mastery (+2 bonus to weapon damage rolls while I weild an axe in my off hand.
      • Ambush Expertise (Ranger) When I make a stealth check, allies within 10 squares gain a +2 to Stealth checks UENT.
      • Mountain Guide (Ranger) My successful Athletics check to climb reduces the DC of that climb by 2 for my alllies that see me do it.
      • Watchful Rest (Ranger) During an extended rest, me and any resting allies do not take the -5 penalty to Perception checks for sleeping.
       
    • Feats
      • Axe Expertise +1,2,3 to attack when using an axe. Also may reroll one die that results in a 1.
      • Weapon Focus (Axe) Gain +1 damage per tier with Axes.
      • Two-Weapon Fighting +1 damage while holding a melee weapon in each hand.
      • Two-Weapon Defense +1 to AC and Reflex while holding a weapon in each hand.
      • Improved Defenses +1,2,3 bonus to Fort, Reflex, and Will.
       
    • Skills
      • Acrobatics (T) +14
      • Arcana +2
      • Athletics +2
      • Bluff +3
      • Diplomacy +3
      • Dungeoneering +7
      • Endurance +3
      • Heal +7
      • History +2
      • Insight (T) +12
      • Intimidate +3
      • Nature (T) +12
      • Perception (T) +12
      • Religion +2
      • Stealth (T) +14
      • Streetwise +3
      • Thievery +7
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Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Now that the ritual has been completed and the Well of Demons has been safeguarded from the Guardian of the Well, whatever abomination it may have been, there is no reaction to Edeya closing the book. In fact, all of the magic circles and the ritual's artifacts, the book, the bell, the mask, and the dagger have stopped glowing. Narg easily finishes off the last gnoll and everyone, including Urvol and the Great Orcs reconvene in the northeast area, near where the new opening appeared (E). There is yet one task left, to find Paldemar and stop him from unleashing his undeadly plans.

It's soon evident that Urvol and the Great Orcs are reluctant to proceed into the new passage and would rather leave the Well of Demons and go back to the Seven Pillared Hall. Meanwhile, Corydimbiddle is drawn to the ritual dagger that Azad was carrying. After a little tinkering and inspection, the gnome realizes it is actually quite a serviceable arcane dagger that he could use.

OOC: Josh, the dagger was meant to be a Runic Dagger +2 for Cory. I don't have a dndinsider subscription anymore so I can't post for you what the dagger is/does. It's probably in one of the source books somewhere. Gary, could you please help us with this? If you want it to be a different magic weapon, please pick one. Also, this battle was actually about 2.5 encounters melded into one. You'll soon be done with this adventure and I've decided to just decree that you'll have enough XP to be at level 8 by the end.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans.
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED


  • Quest Items Found: the book, the knife (runic dagger), the bell (of fury), the mask (being worn by Urvol)
    Encounters completed this day: 6
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Narg: 14/55 (1/8, 2 AP) aspect of the ram, razorclaw shifting, bloodied
    Edeya: (20 thp) 31/55 (3/8, 2 AP) carrying the book
    Azad: 23/70 (4/13, 3 AP) carrying the runic dagger, readied forceful reversal (augment 1), bloodied
    Purple Orc Leader (Grog): down 20
    Blue Orc: down 8
    Yellow Orc:
    Red Orc:
    Green Orc:
    White Duergar (Urvol): wearing the mask
    Corydimbiddle: 34/55 (4/7, 2 AP) canine construct active (resist 1 range/melee), carrying the bell of fury
    Anna: 10/15 (2 AP)

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: All doors currently open.
        Squares with triangles: Difficult terrain.
        Curtains (red lines): They block line of sight but have no effect on movement.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Fri Feb 20, 2015 3:33 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Edeya looks around at the bruised and battered company. "We still need to find Paldemar, but we're in no shape to push on. Shall we go back to the Seven Pillar Hall to rest?"

OOC: I think it is time for a long rest. We are low on surges.
  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:31/50, Bloodied:25, Surge Value:12, Surges left:3/8
    • Action Points: 2 1
      Second Wind: used
    •  
    • Powers
      • Biting Swarm target and adj enemies take -2 to USNT
      • Elemental Spirits adj creatures take 4 chosen damage
      • Iron Mind when hit, gain +2def until end of next turn
      • Inevitable Shot after a miss, make a ranged basic against an enemy within 5 squares of the missed target. Recharge after using an AP.
      • Encaging Spirits minor, Close burst 1. Each target pushed 1 square and is slowed ENT.
      • Flickering Arrow target can't benefit concealment, enemies within 6 take a -2 to att.
      • Escaping Shot Target is dazed, does not provoke OA, shift 4 squares.
      • Feyjump Shot Two targets, teleport each up to 3 square. If both are hit, both are dazed.
      • Swarming Bats zone of difficult terrain and enemies grant combat advantage. Sustain minor.
      • Ensaring shot target is restrained, SE. burst 1 zone of difficult terrain. Sustain zone minor.

User posted image

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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Member
Registered: Oct 2011
Posts: 309
Narg takes deep calming breaths after coming down from his shifted state. "To move against a strong foe when we are exhausted should only be attempted in desperation." Narg looks at his companions, "How desperate are we?"

OOC: Narg will go with what the group decides.
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Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Weary, Edeya suggests a temporary retreat, while Narg muses philosphically. If you press on, perhaps Paldermar's schemes can be twarted before fruition. If you retreat, there may be dire consequences.

OOC: The party has 12 surges between the group and a deficit of 113 hit points (118 if you include Anna). Cory, Edeya, and Narg have a surge value of 13, with Azad having a value of 17. When Cory heals with an infusion it adds 2 to the surge, so 15 for most, and 19 for Azad. You all have at least two action points. You could probably use around 6 surges to get the party close to full hp, leaving everyone except Narg with 2 surges left, Narg with 1. Josh can figure this out much better I'm sure.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
"I, I, I think we should r, re, rest. Corydimbiddle looks completely drained emotionally after the last battle."

OOC: Sorry, I have been having computer issues, plus I have been too busy to get them all fixed properly. Curative Admixture actually adds 7 to the surge value, so Corydimbiddle can heal to 54, Edeya to 51, Narg to 54, and Azad to full by using 6 infusions. Including the 2 used in the encounter, I would need 8 total and we currently have 12.

  •  Corydimbiddle
    • Male Gnome Artificer 7
    • Passive Perception: 21, Passive Insight: 16
    • AC:20, Fort:15, Reflex:17, Will:17 - Speed:5
    • HP:34/55, Bloodied:27, Surge Value:13, Surges:4/7
    • Resist Lightning 5
    •  
    • Powers
      • Magic Weapon
      • Thundering Armor
      • Second Wind
      • Action Point x1
      • Fade Away
      • Ghost Sound
      • Shielding Cube
      • Phantasmal Henchman
      • Gale-Force Infusion
      • Healing Infusion 1 2
        • Curative Admixture
        • Shielding Elixir
      • Restorative Infusion
      • Phantom Structure
      • Obedient Servant
      • Flameheart Defender
      • Augmented Weapon/Implement (+2 attack bonus)
        • 1: Corydimbiddle's Dagger
        • 2: Edeya's Bow
        • 3: Hadad's Staff
        • 4: Azad's Longsword
        • 5: Demuriath's Fullblade
      • Shockweave Armor +1 (Enc, take lightning dam, UEE daily power +1 att, +1d10 dam)
      • Shockweave Armor +1 (Daily, Int, targeted by adj, +8 vs. Fort, 2d10 dam and dazed UENT)
      • Inspiring Dagger +1 (Daily, Minor, Adj Allies get +1 dam UENT)
      • Spike Wire (Daily, Standard, +10 vs. Fort, 1d8+6, UENT xtra dam on any att)
       
    • Items
      • Inspiring Dagger +1 (+1 att/dam; 1d6 Crit)
      • Diamond Wand +2 (+2 att/dam; 2d6 Crit; Force dam grants +1 dam on next hit)
      • Shockweave Leather +1 (+1 def; Resist 5 Lightning)
      • Alchemy Gloves (+2 att w/ alchemical items)
      • Dagger
      • Wand
      • Hand Crossbow
      • Ritual Book
      • Thieves' Tools (+2 to open locks, disarm traps)
      • Sunrods x2
      • Hempen Rope (50 feet)
       
    • Abilities
      • Basic Melee +8 (+3 Prof, +3 lvl, +1 W, +1 Exp)
      • Basic Range +8 (+3 Prof, +3 lvl, +1 W, +1 Exp)
      • Implement +10 (+4 Int, +3 lvl, +2 I, +1 Exp)
      • Reactive Stealth Cover/Concealment at initiative provides Stealth check
      • Trickster's Cunning +5 racial bonus to saves vs. illusions
      • Arcane Rejuvenation When ally uses daily magic item, gains 6 temp HP
      • Arcane Empowerment Empower items once per day plus milestone
        • Impart Energy Recharge daily magic item (once/day/item)
        • Augment Energy +2 bonus to attack on an attack (once/day/tem)
      • Ritual Caster Can cast rituals and knows some to start
      • Defensive Minions Summoned creatures have +2 all defenses
      • Potent Restorables Healing Powers restore 2 extra HP
      • White Lotus Enervation Target hit by at-will takes -1 def targeted UENT
      • Arcane Familiar, Canine Construct Speed 7; +2 Ath; +2 Warding; Resist 1 on ranged and melee while adj.
       
    • Rituals
      • Brew Potion Create potion of level or lower (Potion cost)
      • Disenchant Magic Item Destroy magic item of lvl or lower (No cost)
      • Enchant Magic Item Create magic item of lvl or lower (Item cost)
      • Make Whole Repair item (20% of item cost)
       
    • Skills
      • Acrobatics +3
      • Arcana +14
      • Athletics +5
      • Bluff +3
      • Diplomacy +5
      • Dungeoneering +11
      • Endurance +4
      • Heal +6
      • History +12
      • Insight +6
      • Intimidate +3
      • Nature +6
      • Perception +11
      • Religion +7
      • Stealth +5
      • Streetwise +3
      • Thievery +8


  •  Anna
    • Child 2
    • Passive Perception: 10, Passive Insight: 10
    • AC:12, Fort:14, Reflex:14, Will:12 - Speed:5
    • HP:15/15, Bloodied:6, Surge Value:3 Surges: 2/2
    •  
      • Powers
        • Kick
        • Just Point and Shoot
        • Bite and Kick
        • Crawl Between Legs
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"I agree with Cory. We've been through too much to press on now," Azad states.

OOC: Sorry for the delay, here's that info for Cory's new weapon:

User posted image
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
Decided, you part company with Urvol and The Great Orcs, uneasy about leaving the path to Paldemar unexplored. You wonder what will be wrought in the time that you take to retreat and recover instead of pressing forward. You make the long trek back to the Seven Pillared Hall, taking the better part of a day.

Once there, everything seems more or less the same as you recall and you make your way to the welcoming Halmoon Inn where Bennik the Wanderer is still singing and playing his lute, while Erra Halfmoon tends to her customers. You recognize familiar faces such as the Anna's grandfather Eilian the Old and other people of Winterhaven that you rescued. You are all exhausted from your recent travails and would love nothing more than to slink off to bed, but Erra insists you have an evening meal before turning in for the night. As you are eating in the private room a light clap sounds and Orontor, the Ordinator Arcanis, representative of the Mages of Saruun appears and asks. "Is it done? Have you found and taken care of Paldemar?"

User posted image
The Seven-Pillared Hall

User posted image
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Wearily, Edeya answers "No, we have yet to find Paldemar, but we need a rest. It took most of our strength to safeguard The Well of Demons from something terrible called Guardian of the Well." She shudders at the gruesome memory of the shrieking idols. She adds "We found a group of Great Orcs lead by Urvol. Do you know of them?"
  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:31/50, Bloodied:25, Surge Value:12, Surges left:3/8
    • Action Points: 2 1
      Second Wind: used
    •  
    • Powers
      • Biting Swarm target and adj enemies take -2 to USNT
      • Elemental Spirits adj creatures take 4 chosen damage
      • Iron Mind when hit, gain +2def until end of next turn
      • Inevitable Shot after a miss, make a ranged basic against an enemy within 5 squares of the missed target. Recharge after using an AP.
      • Encaging Spirits minor, Close burst 1. Each target pushed 1 square and is slowed ENT.
      • Flickering Arrow target can't benefit concealment, enemies within 6 take a -2 to att.
      • Escaping Shot Target is dazed, does not provoke OA, shift 4 squares.
      • Feyjump Shot Two targets, teleport each up to 3 square. If both are hit, both are dazed.
      • Swarming Bats zone of difficult terrain and enemies grant combat advantage. Sustain minor.
      • Ensaring shot target is restrained, SE. burst 1 zone of difficult terrain. Sustain zone minor.

User posted image

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Orontor listens to Edeya and says nothing for a long moment, looking at everyone else to see if they have anything to add. When nobody else comments, Orontor's shoulders seem to sag a little and with heavy voice he say. "I was afraid that you might not have found him yet. The other Mages of Saruun and I sense it is nigh too late before something terrible will befall all under the Thunderspire mountain. I had hoped that...never mind, it sounds as though you at least thwarted some other evil at the Well of Demons, which may have made matters worse otherwise. As for Urvol, I know of him as a master smith from the Grimmerzhul Clan who used to work in the Seven Pillared Hall many years ago. As it happens, he was seen moving in to the Grimmerzhul trading post just a couple hours before you all returned. He did not have any orcs with him though."

Orontor falls silent once more, worry lines creasing his face. He opens his mouth as if to speak again, but then closes it. He nods to each of you in farewell and begins waggling his fingers in preparation to teleport away.

OOC: If there is anything else you want to ask anyone or do in the Seven Pillared Hall, then now's the time. If not, please indicate your readiness to go to bed for a long rest and after that we'll commence with the endgame.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Oct 2011
Posts: 309
Narg eats a hardy meal and retires.
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
It seems to take forever.....but finally Orontor teleports away and allows the rest of you to retire to your bedrooms. Weary from your travels and travails in the Well of Demons, you relish the thought of a good nights rest and some delicious oatmeal from the Halmoon Inn's kitchen in the morning. However, shortly after each of you falls asleep you begin to have terrible nightmares. You see flashes of darkness and glimpses of rivers of blood, accompanied by the moaning sounds of thousands upon thousands of souls. A flash later, you see a dark wizard chanting in an ear-rending tongue, as part of some dark ritual. A flash later, you see a dark portal opening and the pouring out of legions of undead, mostly skeletons and zombies. Another flash later, you see the Seven Pillared Hall from far above as rivers of gray flesh pour into the hall from multiple entrances. Then the screaming begins.......

......and you wake up completely drenched in sweat and chilled to the bone. You realize, and hope, that you merely had a very bad dream and then you hear it. The same screaming you heard at the end of your dream is now a distant, but constant tenor within the Seven Pillared Hall. As each of you quickly gets out of bed, you stumble and notice that you feel weak and not completely rested. Nevertheless, you strap on your weapons, armor, and gear and head down to the common room. Getting downstairs, a quick nod to each other, you nearly freeze in your tracks as you see two decapitated zombie corpses in the common room. Erra Halmoon and Bennik the Minstrel stand nearby, the halfling woman holding a cleaver and the minstrel holding a broken lute. Scanning the room, you notice that several tenants are dead or injured, flesh ripped off them. Some of the uninjured guests are helping to board up the windows and door. As Erra turns she spots you and in a quavering voice says, "The-...they're everywhere. At least hundreds, if not more. We're all going to die tonight! Why did this happen?"

Before you can answer, there's a slight popping noise in the room and a disheveled, bloodied Orontor looks about urgently. He spots your party at the foot of the stairs and points at you. "You! You obviously failed in preventing Paldemar from completing his plans. He must have been close to completing his ritual and had you but continued instead of returning the massacre in the Hall may have been prevented." He shakes his head violently then as if telling himself not to do or say something. Looking at you directly again he continues, "Quickly now, there is only one way to stop or at least lessen the devastation that has begun. In completing his ritual, Paldemar has revealed himself to the divination magic of us Mages of Saruun. There is still a chance for you to redeem yourselves. I will teleport you to Paldemar's location and you must defeat him at all costs!" Without waiting for a reply, Orontor casts a spell that whisks the party away. When you rematerialize, you stand in a short stairwell that opens into a circular chamber.

The walls in this circular chamber are covered with black mirrors, which send shadowy reflections of your entrance into this chamber. Four pillars support the roof somewhere high up in the darkness. Your attention is drawn by the huge black double doors at the other end of the chamber. A red, inscribed skeletal ramís head on the black double doors oozes blood and shadows that cloak the area in front of the doors in darkness. When the shadows dissipate, a shadowy man stands in front of you. His eyes are black as coal, glaring with utter hatred towards you. There is something unsettling familiar about the shadowy man, and then it strikes you as an icy chill flows down your spine with the realization....it is Kalarel, whom you defeated in the Keep on the Shadowfell. The wounds you gave him in the final battle are oozing darkness. His pale grayish and spectral face leers at you, as he speaks from beyond the grave: "So you come to challenge my Masterís schemes once again, mortal fools. This time you will not be so lucky. My Master has graced me with a second chance to put an end to your meddling, I am not going to fail him twice. However..." and at that moment he looks straight at Edeya, "I see you have something that belongs to me. The Rod you hold, now in the guise of a greatbow, is a tool of my Master. In the wrong hands it can be a dangerous device, trust me. Hand it over and maybe my Master will be gentle with your souls." He appears to be waiting a moment to hear Edeya's reply, his hand outstretched for her greatbow.

User posted image

OOC: Healing surges were cut in half since the party didn't stop Paldemar's ritual. All other long rest gains remain the same.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Edeya: 55/55 (4/8, 1 AP)
    Narg: 55/55 (4/8, 1 AP) aspect of the ram
    Azad: 70/70 (7/13, 1 AP)
    Corydimbiddle: 55/55 (4/7, 1 AP) canine construct active (resist 1 range/melee)
    Anna: 15/15 (1 AP)
    Undead Kalarel:



    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Before Kalarel even finishes speaking, Azad moves across the room in the blink of an eye to keep the undead foe away from her allies. She calls out, "Don't do it, Edeya! If Paldemar wants it, he must not have it!"

Free action - Speed of thought to move to E3.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
Edeya looks down at Azad, disappointed "Do you think I would hand such a valuable key to a repulsive thief like him?" She responds to Kalarel with an arrow aimed at his head. "We killed you once before. We'll do it again."

Standard: Elementary spirits hits AC 19 on Kalarel for 19 damageElemental spirits vs Kalarel; 24hr; bow expertise +1 att and dam: 1D20+12+1+1 = [5]+12+1+1 = 19 1D12+7+1 = [10]+7+1 = 18
Ready: Iron mind
  •  Edeya
    • Female Githzerai Seeker 6
    • Passive Perception: 24, Passive Insight: 22
    • AC:20, Fort:15, Reflex:19, Will:19 , Speed:6, Initiative: +11
    • HP:50/50, Bloodied:25, Surge Value:12, Surges left:4/8
    • Action Points: 1
      Second Wind: used
    •  
    • Powers
      • Biting Swarm target and adj enemies take -2 to USNT
      • Elemental Spirits adj creatures take 4 chosen damage
      • Iron Mind when hit, gain +2def until end of next turn
      • Inevitable Shot after a miss, make a ranged basic against an enemy within 5 squares of the missed target. Recharge after using an AP.
      • Encaging Spirits minor, Close burst 1. Each target pushed 1 square and is slowed ENT.
      • Flickering Arrow target can't benefit concealment, enemies within 6 take a -2 to att.
      • Escaping Shot Target is dazed, does not provoke OA, shift 4 squares.
      • Feyjump Shot Two targets, teleport each up to 3 square. If both are hit, both are dazed.
      • Swarming Bats zone of difficult terrain and enemies grant combat advantage. Sustain minor.
      • Ensaring shot target is restrained, SE. burst 1 zone of difficult terrain. Sustain zone minor.

User posted image

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Member
Registered: Oct 2011
Posts: 309
Narg sees his allies attack and prepares to join the fray. First, he uses his battleaxe to awaken his primal side, then he charges to end beside Azad. His first strike takes the enemy off his feet and in his furious state, Narg aims a deadly hack at the downed foe.

Minor: Use Blood Fury Battleaxe ability to be considered bloody.

Minor: Use Razorclaw Shifting.

Standard: Charge to D3. Charge vs Kalarel: 1D20+13+1+1 = [15]+13+1+1 = 30 1D10+13+2+1D6 = [2]+13+2+[1] = 18
Hits AC 30 for 18 damage and knocks the target prone.

Free: Dual Weapon Strike vs prone Kalarel: 1D20+12+2+1 = [12]+12+2+1 = 27 2D6.MIN(2)+12 = [2, 5]+12 = 19
Hits AC 27 for 19 damage.

  •  Narg
    • Male Razorclaw Shifter Ranger 6
    • Passive Perception: 22, Passive Insight: 22
    • Speed:6, Initiative Mod: +8
    • AC:23, Fort:16, Reflex:21, Will:18
    • While Shifting: AC:24, Fort:16, Reflex:22, Will:18
    • HP:55/55, Bloodied:27, Surge Value:13, Surges left:4/8
    •  
    • Powers
      • Second Wind (Lose surge, gain 12 HP, +2 def UENT)
      • Action Point x1 (Gain action)
      • Aspect of the Ram (Minor; Personal; Primal, Stance; My movement during a charge doesn't provoke opportunity attacks. If I hit with a charge attack, I can knock the target prone. I gain a +2 power bonus to the damage rolls of charge attacks.
      • Aspect of the Hungry Shark (Minor; Personal; Primal, Stance; When making a basic attack against a bloodied enemy, I gain a +2 power bonus to the attack roll. I can take a move action to shift up to 3 squares to a square adjacent to a bloodied enemy. I gain a +5 power bonus to Athletics checks made to swim.
      • Aspect of the Pack Wolf (Minor; Personal; Primal, Stance; I do not provoke opportunity attacks when leaving squares adjacent to my allies. When I make a melee basic attack against an enemy Adj to 2 or more of my allies, I gain a +1 power bonus to the attack roll. I also gain a power bonus to the damage roll equal to the number of my allies Adj to the enemy.
      • Dual Weapon Attack (Free; I must be weilding 2 weapons and hit with a melee basic attack on my turn; Dex vs AC (Off-hand weapon) 1W+5(dex mod); I can only use this 1/round.
      • Power Strike (No Action; Trigger: I hit an enemy with a melee basic attack using a weapon; The target takes 1W extra damage from the triggering attack.
      • Razorclaw Shifting (Minor; Personal; Req: I must be bloodied; UEoE, My speed increases by 2, and I gain a +1 bonus to AC and Reflex.
      • Reactive Shift (Immediate Reaction; Personal; Trigger: An enemy I can see ends it's turn Adj to me; I shift a number of squares up to my Wis mod(+4).
      • Oak Skin (Minor; Personal; I gain resistance to all damage equal to my Wis mod(+4) UEoE.
      • Leaf Wall (Minor; Wall 5 within 10 squares; I conjure a leafy wall that last UEoE. The wall can be up to 4 squares high and must be on a solid surface. Me and my allies have partial concealment while in the wall. Enemies grant CA while in the wall or Adj to it.
       
    • Items
      • +2 Blood Fury Battleaxe (+2 Prof, +2 Magic, 1d10+2 Damage, 1d8 Crit; 1d12 crit while I am bloodied.) Encounter Ability: Minor; I am considered bloodied for all purposes UENT.
      • +1 Bloodcrazed Handaxe (+2 Prof, +1Magic, 1d6+1 Damage, 1d6 Crit; 5/10 Range) Properties: While I am bloodied, I deal +1d6 damage when I hit with this weapon. Daily Ability: Minor; Deal damage to myself equal to half my level, ignoring any resistances. I am considered bloodied for all purposes UENT.
      • +1 Bloodcut Hide Armor (+3 AC, -1 armor check, +1 Magic) At Will Ability: Minor; Spend a healing surge: While I am bloodied, use this ability to gain resist 10 to all damage UENT.
      • Horned Helm; My charge attacks deal 1d6 extra damage.
      • Iron Armbands of Power; Gain a +2 item bonus to melee damage rolls.
       
    • Abilities
      • Ability Scores Str =10 Con =13 Dex =20 Int =8 Wis =18 Cha =10
      • Basic Melee Attack Battleaxe: +13 (+5 Dex, +2 Prof, +2 Magic +1 Feat, +3 lvl)
      • Basic Melee Attack Handaxe: +12 (+5 Dex, +2 Prof, +1 Magic +1 Feat, +3 lvl)
      • Basic Ranged Attack +7 (+0 Str, +2 Prof, +1 Magic +1 Feat, +3 lvl)
      • Razorclaw Shifting Use Razorclaw Shifting as an encounter power.
      • Attack Finesse May use my Dex mod instead of Str mod for attack and damage rolls for melee basic attacks.
      • Spinning Axe Mastery (+2 bonus to weapon damage rolls while I weild an axe in my off hand.
      • Ambush Expertise (Ranger) When I make a stealth check, allies within 10 squares gain a +2 to Stealth checks UENT.
      • Mountain Guide (Ranger) My successful Athletics check to climb reduces the DC of that climb by 2 for my alllies that see me do it.
      • Watchful Rest (Ranger) During an extended rest, me and any resting allies do not take the -5 penalty to Perception checks for sleeping.
       
    • Feats
      • Axe Expertise +1,2,3 to attack when using an axe. Also may reroll one die that results in a 1.
      • Weapon Focus (Axe) Gain +1 damage per tier with Axes.
      • Two-Weapon Fighting +1 damage while holding a melee weapon in each hand.
      • Two-Weapon Defense +1 to AC and Reflex while holding a weapon in each hand.
      • Improved Defenses +1,2,3 bonus to Fort, Reflex, and Will.
       
    • Skills
      • Acrobatics (T) +14
      • Arcana +2
      • Athletics +2
      • Bluff +3
      • Diplomacy +3
      • Dungeoneering +7
      • Endurance +3
      • Heal +7
      • History +2
      • Insight (T) +12
      • Intimidate +3
      • Nature (T) +12
      • Perception (T) +12
      • Religion +2
      • Stealth (T) +14
      • Streetwise +3
      • Thievery +7
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Courageously, and with clear determination, Azad strides forward into the mirrored chamber to confront the undead Kalarel. As she steps adjacent, Azad feels the cold bite of 5 necrotic damage. Edeya responds to Kalarel's request for her greatbow with derision and an arrow to his face that misses. Narg joins the fray by charging aside Azad, also feeling the cold bite of 5 necrotic damage, and sweeps Kalarel cleanly from his feet.

From the ground, Kalarel chuckles malevolently. "You fools! My Master will punish you for eternity. Prepare to meet the Blood Lord!" He then points at the mirrors around the chamber and whispers, "Kill them. Kill them all!" Looking around at the mirrors you see your reflections staring back at you. Suddenly, the faces of reflections evince vile grimaces and they step of the mirrors with murderous intent. There is one Shadow Reflection for each of you except Anna who was unable to see any of the mirrors from further back and behind Corydimbiddle.

OOC: Kalarel has an aura 2 that causes 5 necrotic damage for entering the aura or starting your turn there.

  •  Objectives
    • Major Quest: Find Paldemar and stop him from unleashing his undeadly plans. FAILED
      Minor Quest: Find the gnoll leader, Maldrick Scarmaker, who is scheming with Paldemar and find out what he knows about Paldemar. FAILED by killing him in battle
      Minor Quest: Complete the Trials at the Well of Demons to prove your worth. To do this you will have to find the book, the mask, the bell, and the knife. COMPLETED
      Minor Quest: Find and defeat the Guardian of the Well of Demons. COMPLETED
      Secondary Major Quest: Defeat Paldemar at all costs!


  • Encounters completed this day: 0
    Magic Weapon bonus (+1/+3):
    Readied Powers: fade away, phantasmal henchman (Cory), iron mind (Edeya), reactive shift (Narg), strikebacks (Azad)
    Initiative
    Edeya: 55/55 (4/8, 1 AP)
    Narg: 55/55 (4/8, 1 AP) aspect of the ram, bloodied
    =>Azad: 65/70 (7/13, 1 AP)
    Corydimbiddle: 55/55 (4/7, 1 AP) canine construct active (resist 1 range/melee)
    Anna: 15/15 (1 AP)
    Undead Kalarel: necrotic aura range 2: 5 necrotic damage when entering or starting your turn within, down 37, prone
    Shadow Azad:
    Shadow Narg:
    Shadow Edeya:
    Shadow Corydimbiddle:

    User posted image

    •  Features of the Area
      • Illumination: Bright Light. I'm assuming someone is using a sunrod.
        Ceiling:50 feet high
        Doors: The double doors are closed.
        Squares with triangles: Difficult terrain.
        Mirrors: Eight foot tall mirrors are set in the walls all around the chamber.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Azad feels the withering sting of Kalarel's aura, the commands her foe's attention before steeling herself for further onslaught. Finally, she slices down at Kalarel's shoulder in an effort to impede both his offensive and defensive abilities.

Start of turn - Take 5 necrotic damage.

Minor action - Psionic Vigor for 9 temp HP.

Minor action - Divine Challenge against Kalarel.

Standard action - Enfeebling Strike against Kalarel.

Enfeebling Strike (CA, 24H): 1D20+12+2+1 = [15]+12+2+1 = 30 1D8+7 = [2]+7 = 9

Hits AC 30 for 9 damage, and on a hit the enemy takes a -2 penalty to attack rolls and AC until the end of my next turn.

"Readying" Strikebacks and then Forceful Reversal with Augment 1 if I'm hit by an enemy within melee range.


  •  Azad Halim al'Zahir
    • Female Tiefling Battlemind|Paladin 6
    • Full Character Sheet
    • Passive Perception: 14, Passive Insight: 15, Senses: Low-Light Vision
    • AC: 25, Fort: 18, Reflex: 17, Will: 19 - Speed: 5
    • HP: 60/70, Bloodied: 35, Surge Value: 16, Surges left: 7/13
    • Power Points: 4/4
    • Action Points: 1
    • Resists: 8 Fire

    • Bloodhunt (Race): +1 to hit against bloodied creatures.
    • Imperious Majesty (Feat): You can use Charisma instead of Dexterity to determine your initiative modifier. When you hit a creature that has not yet acted in an encounter with an attack, it takes a penalty to attack rolls against you equal to your Charisma modifier until the end of your next turn.
    • Power of the Moon (Feat): +1 feat bonus to Perception, -2 AC until the end of Azad's next turn to the target when Azad hits with Enfeebling Strike.
    • Strikebacks (Item): +1 item bonus to Opportunity Attacks.

    • Powers
    • -Battlemind's Demand 0 / 1
    • -Blurred Step
    • -Divine Challenge
    • -Enfeebling Strike
    • -Forceful Reversal 0 / 1 /2
    • -Momentum Swing 0 / 1 / 2
    • -Amulet of Life +1 (Item Power)
    • -Paladin's Wrath
    • -Psionic Vigor
    • -Second Wind
    • -Speed of Thought
    • -Strikebacks (Item Power)
    • -Valorous Smite
    • -Vigilant Blade Longsword +1 (Item Power)
    • -Empathic Feedback
    • -Frost of Letherna
    • -Wrath of the Gods

    • Items
    • -Vigilant Blade Longsword +1 - Power (At-Will): Minor Action. The weapon casts bright light out to 4 squares until you end this effect as a minor action.
    • -Vigilant Blade Longsword +1 - Power (Encounter): Immediate Reaction. Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you. Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.
    • -Heartening Drakescale Armor +2 - Gain a saving throw bonus against fear effects equal to the armorís enhancement bonus. When you use your second wind, you gain temporary hit points equal to three times the armorís enhancement bonus.
    • -Amulet of Life +1 - Power (Encounter, Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.
    • -Iron Armbands of Power (Heroic) - +2 item bonus to melee damage rolls.
    • -Floating Heavy Shield - You do not sink beneath the surface of any liquid (unless you choose to do so). Also, gain a +3 item bonus to Athletics checks to swim, and to Endurance checks to swim for an hour or more. Also, you can swim at your speed on the surface of the water (but not underwater).
    • -Strikebacks - +1 item bonus to Opportunity Attacks.
    • -Strikebacks - Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign

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